/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef __IMAGE_H__ #define __IMAGE_H__ #include "device_memory.h" #include "util_string.h" #include "util_thread.h" #include "util_vector.h" CCL_NAMESPACE_BEGIN #define TEX_NUM_FLOAT_IMAGES 5 #define TEX_NUM_IMAGES 95 #define TEX_IMAGE_BYTE_START TEX_NUM_FLOAT_IMAGES #define TEX_EXTENDED_NUM_FLOAT_IMAGES 5 #define TEX_EXTENDED_NUM_IMAGES 512 #define TEX_EXTENDED_IMAGE_BYTE_START TEX_EXTENDED_NUM_FLOAT_IMAGES /* color to use when textures are not found */ #define TEX_IMAGE_MISSING_R 1 #define TEX_IMAGE_MISSING_G 0 #define TEX_IMAGE_MISSING_B 1 #define TEX_IMAGE_MISSING_A 1 class Device; class DeviceScene; class Progress; class ImageManager { public: ImageManager(); ~ImageManager(); int add_image(const string& filename, bool& is_float); void remove_image(const string& filename); void device_update(Device *device, DeviceScene *dscene, Progress& progress); void device_free(Device *device, DeviceScene *dscene); void set_osl_texture_system(void *texture_system); void set_pack_images(bool pack_images_); void set_extended_image_limits(void); bool need_update; private: int tex_num_images; int tex_num_float_images; int tex_image_byte_start; thread_mutex device_mutex; struct Image { string filename; bool need_load; int users; }; vector images; vector float_images; void *osl_texture_system; bool pack_images; bool file_load_image(Image *img, device_vector& tex_img); bool file_load_float_image(Image *img, device_vector& tex_img); void device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progess); void device_free_image(Device *device, DeviceScene *dscene, int slot); void device_pack_images(Device *device, DeviceScene *dscene, Progress& progess); }; CCL_NAMESPACE_END #endif /* __IMAGE_H__ */